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Everything posted by XDest
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Yeah ggs, I went to training mode after and my top-right button is almost completely broken again. Haha, these Logitech controllers man. Shoutouts to mugen vs ab2 midscreen.
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lol, PSN. ggs Lich, maybe you were a bit tired. I just got up.
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I'm awake, why not.
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Ah whatever, I've still got them hit confirms.
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Moy, let's play some, I've only played you like 4 times.
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Oh shit thanks, with the right delay after 214D it really is consistent off almost any height. ...I'll have to learn 236C trick edge after this.
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Actually, I'm pretty sure it's boring for everyone involved. Too bad that's the matchup.
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What are the most common low to the ground enders? Right now I've got (depending on height): 6A(1) -> JC -> j.B (2) -> j.236Bx5 (usually after 214D -> j.4D~A) 6A(2) -> JC -> j.A -> j.236Bx5 (usually when the opponent is too low for the above, like when you do 6C -> 6C) 214D -> j.236Bx5 (Opponent is really high (but too low for double 6C), like from 6A -> j.2B -> j.D~A -> 6C when too close to the corner) I'm sure there's others, but it hasn't actually been discussed that much it seems.
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They learned from their idol, Dark Obelisk.
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He's no Cabutler.
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Not that helpful unfortunately. 5D~B should not be used on block, and neither should 2D~B really. 2D~B is helpful at a closer neutral, but not while doing a blockstring. 5D~C->j.C is only one option off C cancel. She's at +2 on block and has 2 jumps, 2 air dashes left. Blockstring->4D is never used. I'd say this might be on a player-to-player basis, I don't see that many Taokaka players that really use the exact same movement/neutral options. But learn all of those options, and find things that work. This is where a Taokaka player is going to beat you, so I suggest researching further into it.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
XDest replied to BladeOfJustice7's topic in International
Very relevant. -
imo, low j.B for Ragna has always been a really good answer to keep any of my 2A mashing in check. A lot of Taokaka players use it during an opponent's jump ins, but it won't beat moves like Ragna's j.B. Now if they're doing it during your pressure, go ahead and 6D, but be aware that unlike Tao's 6B its low invincibility starts at frame 10. And of course a move that slow can easily be mashed out of by anything else, like Tao's 5B or 6A. Ragna's 6A is really good for beating out misplaced j.4D and low j.D from Taokaka (Tao's drives have huge hurtboxes, 6A has a pretty nice hitbox itself). Be wary of a well timed j.2B in the recovery of your 6A though, it is still possible. I've always thought Taokaka's 2D~B was a generally bad crossup option, 214D (with optional dashes/jumps) and ambiguous j.2B crossups are a bit more effective. 214D spaced correctly can actually evade ID too, watch out. Also, I don't know if this is still possible, but I don't think you even need IB to ID between 236AxN on block. It's just not a good option in general for a Taokaka to use in a blockstring.
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236A isn't really for blockstrings (although a lot of Taos get into a bad habit of doing that), but for padding out some standing combos with damage before possibly resetting. Some things you actually have to worry about up close: - C drive cancels: they're +2, and she can backdash pretty safely after them. But she's too high to j.A directly, and everything she does from there is aerial. But a Tao player knows all that and can bait AA with an air dash back or extra jump, be careful. - 5B: It's -1, and 6 frames. It can go into itself or 2A pretty tightly unless you're mashing, and can also be jump canceled, or gatling into 2B/5C. - 6B: It's +2, and is in the air from frame 13 (so in some setups, can beat grabs), and invincible to lows from frame 1. But it is on the slower side of the overheads (26 frame startup). - A drive cancel on hit: Leaves her at +, even though it's -2 on block. Don't mash unless it's ID. Of course, the Tao player still knows that, and this is one of the more common places to bait it. - 2B: It slides in, and has a pretty low hurtbox, but large hitbox. It's really one of her best moves in general. - j.2B/j.B -> j.A mash fuzzies. - j.2B crossup - 214D crossups - She can catch you offguard with some green grabs after B cancels, 2B, or stagger 5B/2A pressure. A Tao player might also switch that green grab with a 6B, or another attack to keep you honest. Overall, Tao's pressure and mixup isn't really something to worry about that much, especially for a character with a DP. You have to worry a lot more about her neutral game imo.
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I'm still up for going to Toryuken regardless. Hopefully other people are going to come for BB, but at this point I'm not expecting the numbers for a tournament.
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Not with you, with the other two. There's input lag, they're probably WC.
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Inputs dropping left and right. Ugh.
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Up for some games on 360?
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Curses, foiled again.
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It's most hilarious vs Arakune. Coopadaddy once let me do around 20 broken purple grabs in a row. We did it all the way to the ground. Then I pounce supered before he hit the ground.
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Those are all good tools in that matchup actually, but need to be used at the proper time and space.
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Hey, hey, I was there until 51 matches, so it wasn't only you. And I was also talking about the people I played in the room a few hours back.
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ggs to everyone I played tonight.
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Good good. I was wondering where all the Tao hate posts went. I feel like I'm doing my job again.